This article needs additional citations for verification .(April 2010) |
Designers | Ed R. Jones & Mark Joseph Young |
---|---|
Publishers | Valdron, Inc. |
Publication | 1997 |
Genres | Fantasy/Science fiction |
Systems | Custom |
http://www.mjyoung.net/ |
Multiverser is a tabletop multi-genre role-playing game, published by Valdron Inc., in which the player character is typically an alternate version of the player themselves. The player character travels to a new dimension every time they die. Each dimension is governed by rules called 'biases' which determine what actions are possible or not possible in any given dimension. The dimensions, more commonly called 'worlds', may feature any setting and plot the referee can think up from swords-and-sorcery to sci-fi.
When a new player begins a game for the first time, the referee describes an imagined scenario in which the player himself dies in some sort of accident typically involving electronics. From this event, the player character is inadvertently infused with scriff. This fictional substance gets into player characters, with the result that death is not the end, but merely the perhaps painful step to the next world and the next adventure. The player begins the game controlling his alternate self in a new dimension just as he does every time his character dies. In this way, Multiverser uses death as a means of continuing the story, rather than ending it. The act of interdimensional travel, most typically upon death, as an effect of a scriff infusion is called versing out. Any character who travels through dimensions in this manner, NPC or player-controlled, is called a verser. [1] [2] [3]
Reality within individual dimensions is governed by four different bias categories: Body, Technology, Psionics, and Magic. Every skill has a score, or bias level, organized under one of the four bias categories, and every world has a bias level in each of the bias categories. The interactions of these biases play multiple roles: modifiers on the chance of skill success, a limiter on what is possible in the current universe, a definition of what is known by the locals, a bonus or penalty to the chance to learn something new, et al. [1] The four bias categories defined below.
The higher score of a particular world bias, the easier related tasks are. For example, in a universe with a high magic bias and a low technology bias (compared with modern-day Earth), players could expect to see a world similar to medieval Europe, but with wizards and dragons abound. A moderately high Technology bias, in conjunction with a slightly higher Psionic bias could put the character into a world very similar to the 2002 TV show Firefly. [1]
The book of referee's rules provides all the tools a referee needs to create complete Multiverser worlds. Nearly any sort of universe, ranging from almost normal to bizarre beyond imagining, can be modeled with the system, allowing referees great freedom in creating new places to take their players. This means that the worlds can feature original settings with unique stories, or the referees are free to choose to adapt a world from a favorite book or movie for their player to experience. [1]
While they aren't necessary for game-play, [1] there are also two published Multiverser books with completed worlds with all the details required to be used in a campaign. Each book contains a total of 7 worlds. One world in each book is designed as a 'gather world'--a place with vast possibilities, where many players can be brought together and either work together or find their own goals and objectives independently. Also, one world in each book is a 'twin scenario' world which features two different universes whose similarities enable telling two very different settings in one description. [4] [5] [6]
Multiverser is designed to allow the player to attempt to take any action in and out of combat. The skills are categorized into the four bias areas tech, mag, psi, and bod, discussed above; just as each world has a bias level in each category, each skill has a certain bias level in its respective category. A mag skill with a high bias level, such as summoning a horde of guardian angels, would have odds stacked against success in a world without a high mag bias. Likewise, a moderate tech skill, such as operating a laser gun, might have a huge success rate in one tech-savvy world but would be near impossible in a low-tech dragons-and-deities world. [1]
When a character attempts to perform a skill, the player rolls one standard percentile dice roll which determines whether the skill failed or succeeded as well as the amplitude of success. For instance, one roll would determine whether an attack connects and how much damage is dealt. [1]
Multiverser has been described as original and thought-provoking and has received acclaim for its ability to run multiple original campaigns in one game session. Reviewers have been impressed with the thoroughness of the rules and the diversity of the world books, going so far as to say that the books, particularly the books of worlds, could provide valuable information even for other gaming purposes. One reviewer contently cites the Appendix 3: Basic Dicing Curves in the rule book which explains the distribution of probabilities of various common dice rolls. [1] [2] [6]
Critics have expressed disappointment with the complexity of the game mechanics, explaining that the depth and ubiquitous coverage causes the rules to be more cumbersome than many other tabletop RPGs; even reviewers who appreciate Multiverser's thoroughness explain that it comes with an unfortunate level of complexity. Some say that compounded with complexity is unclear, vague, or hard to follow explanations in some places. It has also been said that some rules laid out by the authors are unnecessary and take away from the potential quality of the game; a couple such cited rules is that the player character must be an alternate version of the player himself and that NagaWorld must be the first world a verser visits. [2] [3] The books do strongly suggest these two parameters, but they do state that they aren't definitive requirements [1] —perhaps this misunderstanding stands as a testament to the complaint of ambiguity.
The Generic Universal RolePlaying System, or GURPS, is a tabletop role-playing game system designed to allow for play in any game setting. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems were story- or genre-specific.
The Ringworld science fiction role-playing game was published by Chaosium in 1984, using the Basic Role-Playing system for its rules and Larry Niven's Ringworld novels as a setting.
The Storytelling System is a role-playing game system created by White Wolf, Inc. for the Chronicles of Darkness, a game world with several pen and paper games tied in. The Storytelling System is largely based on the Storyteller System, the rule set used for White Wolf's other, older game setting, the World of Darkness.
In the Dungeons & Dragons fantasy role-playing game, psionics are a form of supernatural power similar to, but distinct from, arcane and divine magic.
Rifts is a multi-genre role-playing game created by Kevin Siembieda in August 1990 and published continuously by Palladium Books since then. Rifts takes place in a post-apocalyptic future, deriving elements from cyberpunk, science fiction, fantasy, horror, western, mythology and many other genres.
Fuzion is a generic role-playing game system created by the collaboration of R. Talsorian Games and Hero Games. The rights to Fuzion are jointly held by Mike Pondsmith of R. Talsorian Games, along with Steve Peterson and Ray Greer of Hero Games. Fuzion is a combination of the Interlock System,, and the HERO system. Fuzion is an adaptable system which can be played in any genre and setting imaginable.
Polymancer was a magazine covering roleplaying games and related hobbies such as miniatures, wargaming, and LARPs. The magazine was published in Canada by Polymancer Studios Inc. It was distributed across the United States, across Canada, in the UK, in Australia, and in New Zealand, as well as having hard copies archived with Archives Canada. The first issue was published in 2004 and it ran for 32 issues.
Beyond the Supernatural is a horror role-playing game published by Palladium Books. It has seen two editions released, both of which have introduced innovations to Palladium's standard mechanics. A versatile horror-themed game, it lends itself well to wildly different play styles and narrative tones, from schlock splatter-horror to intense psychological horror, with an entire spectrum of terror in between. Beyond the Supernatural is implicitly set in the modern day, wherein magic and psychic powers are real and monsters and demonic cults exist, but out of the public eye. This, however, is not set in stone, and most of the character classes are flexible enough to account for variant settings or time periods.
Psionics, in tabletop role-playing games, is a broad category of fantastic abilities originating from the mind, similar to the psychic abilities that some people claim in reality.
TimeLords is a set of time travel role-playing games by Greg Porter and published by Blacksburg Tactical Research Center (BTRC). The first two editions used a custom d20-based game system; the most recent edition uses the EABA system from BTRC.
Conspiracy X is a role-playing game (RPG) originally released by New Millennium Entertainment in 1996, and since revised and released by several publishers including Steve Jackson Games and Eden Studios, Inc. In all versions, the setting posits that aliens are insiduously taking over the world, reminiscent of The X-Files.
The Mechanoid Invasion was the first role-playing game from Palladium Books, published in 1981. The science fiction setting places human settlers at odds with a deadly cybernetic invasion force.
The End All Be All game system, commonly known as EABA and pronounced "ee-buh", is a role-playing game system from Blacksburg Tactical Research Center (BTRC). It is a generic gaming system designed to adapt to any imaginary gaming environment. It was created by Greg Porter in 2003. The game cites the Hero System, GURPS and Call of Cthulhu as influences in its development.
Player's Option: Skills & Powers is a supplemental sourcebook to the core rules of the second edition of the Advanced Dungeons & Dragons fantasy role-playing game.
Universe: The Role-Playing Game of the Future is a science fiction role-playing game published by Simulation Publications, Inc (SPI) from 1981 to 1983. It was praised for its innovative and tightly organized rules for such sci-fi RPG concerns as generating planets, applying character skills to in-game situations, and resolving the initial moments of alien encounters; however, it was also criticized for its cumbersome encounter/combat system and its lack of compelling background material. Universe was also noted for its "striking" Interstellar Display, a poster-sized, astronomically accurate map of all stars within 30 light-years of Earth.
The Conan Role-Playing Game is a fantasy role-playing game published by TSR, Inc. in 1985 that is based on the Conan the Barbarian stories by Robert E. Howard, Lin Carter, Andrew J. Offutt. and Robert Jordan.
Psi World is a science fiction role-playing game published by Fantasy Games Unlimited (FGU) in 1984 that takes place in a near-future society in which certain individuals have psionic powers.
Barony is a role-playing game published by Better Games in 1990.
GURPS Psionics is a supplement by David Pulver, published by Steve Jackson Games in 1991 for GURPS.
Legendary Lives Player's Primer is the first of two books published by Marquee Press in 1990 required for the role-playing game Legendary Lives.